RPG Maker MV v1.3.1: Fixes

Discussion in 'RPG Maker MV Software Updates' started by Archeia, Aug 12, 2016.

Thread Status:
Not open for further replies.
  1. The MM

    The MM Villager Member

    Messages:
    21
    Likes Received:
    4
    First Language:
    French
    I just went to pay a glance. Dark grass and forests, plus the B-layer mountains on my world map seem to have the problem.


    I back this up.
     
    #61
  2. Ralph

    Ralph Retired Badass Restaff Lead

    Messages:
    329
    Likes Received:
    230
    Location:
    RTP
    First Language:
    Fantasy Heroics
    Are you telling me that you have like for example two parallaxed map of yours amounting close to 90mb? Because if so something is terribly wrong. I do not see how 90 mb will fail to deliver the issue to the devs if there really is a memory leak. (How about loading the same image multiple times to break it? Something? Anything?)
     
    Last edited by a moderator: Aug 14, 2016
    #62
  3. brandos

    brandos Veteran Veteran

    Messages:
    147
    Likes Received:
    31
    First Language:
    German
    Here's the project I created for this bug if someone is interested in seeing the memory leak:  https://mega.nz/#!zYtwSCAZ!RuzTMpbXkSGIKcCYICheKsv3jZqZ01wdvh6DI_xaUz8


    While you click on the characters to travel through six map watch the game.exe go from 400 mb to 1,1 gb within seconds and never going back to 400 mb because the engine simply doesn't clean parallax maps.


    Before 1.3 we at least had  ImageManager.cache.clear(); which decreased the game.exe back to its origin size of ram usage but of course it is not working anymore with 1.3 or 1.3.1 
     
    #63
  4. Isaac The Red

    Isaac The Red RedMage Veteran

    Messages:
    196
    Likes Received:
    96
    Location:
    New York
    First Language:
    Gibberish
    WHY is this project 500+ MB? Strip the project down to the BARE essentials to demonstrate the memory leak. 

    Yea I've seen this, definitely a confirmed bug.
     
    #64
    solaris1111 and Susan like this.
  5. brandos

    brandos Veteran Veteran

    Messages:
    147
    Likes Received:
    31
    First Language:
    German


    For a more dramatic effect, as long this memory leak exists games that feature multiple parallax layers per map are not possible and to be honest I won't stop asking for a fix until memory leak is the first word that appears when you google rpg maker mv. ^^
     
    #65
  6. Ralph

    Ralph Retired Badass Restaff Lead

    Messages:
    329
    Likes Received:
    230
    Location:
    RTP
    First Language:
    Fantasy Heroics
    You are not supposed to load 5k images! The recommended limit for mobile game dev is 2048 and even that is not ideal. In 3d programs that is the same and 4096 is as asking for performance issues. No wonder you are getting issues!
     
    Last edited by a moderator: Aug 14, 2016
    #66
  7. Isaac The Red

    Isaac The Red RedMage Veteran

    Messages:
    196
    Likes Received:
    96
    Location:
    New York
    First Language:
    Gibberish
    OK I get it, you wan't the bug fixed, I support fixing bugs 100% what I don't support is people blatantly ignoring procedures to get themselves seen. Archeia has given us a bug reporting template. Dramatic effect is pointless. I love helping fellow RM devs with their projects, but I'm not willing to fill my HDD up by downloading every one of their half gig projects full of most of the same resources that I already have on my compouter and can EASILY push into the folders needed. Can EASILY strip a project down to under 90 MBs including only your custom images and just have a note to put the RTP stuff in to make the project work. It's not rocket science.
     
    #67
    Susan likes this.
  8. Liquidize

    Liquidize Caffeine Overload Developer

    Messages:
    466
    Likes Received:
    456
    Location:
    Somewhere.
    First Language:
    English
    Primarily Uses:
    RMMV
    I wouldn't bother anyway, he has 6 50mb Parallax images. That is the reason it is so large, and that is ridiculously unoptimized and unreasonable.
     
    #68
    taarna23, BodkinsOdds and Susan like this.
  9. brandos

    brandos Veteran Veteran

    Messages:
    147
    Likes Received:
    31
    First Language:
    German
    I'm pointing out to this bug for months, i've paid people so they would try to fix it and meanwhile I have the feeling that this is something which can't be fixed and tries to be ignored by the developers. Best part is how I got a fix for it but 1.3 made it no longer working. ^^


    @Ralph



    The problem also appears with smaller parallax maps below 2048
     
    #69
  10. Isaac The Red

    Isaac The Red RedMage Veteran

    Messages:
    196
    Likes Received:
    96
    Location:
    New York
    First Language:
    Gibberish
    I think I just turned into a basic White Girl, because I cant even...
     
    #70
    Susan likes this.
  11. Ralph

    Ralph Retired Badass Restaff Lead

    Messages:
    329
    Likes Received:
    230
    Location:
    RTP
    First Language:
    Fantasy Heroics
    If what you are saying is true with less than 2048 then show that demo not 50 mb parallax each. That tells us nothing!
     
    Last edited by a moderator: Aug 14, 2016
    #71
  12. brandos

    brandos Veteran Veteran

    Messages:
    147
    Likes Received:
    31
    First Language:
    German


    ridiculously unoptimized and unreasonable is when you create an engine but forget to add proper cleaning of the cache
     
    #72
  13. Crimson Dragon Inc.

    Crimson Dragon Inc. Crimson Dragon Veteran

    Messages:
    925
    Likes Received:
    135
    Location:
    Sheboygan wisconsin
    First Language:
    english
    Primarily Uses:
    RMMV
    D: all my plugin settings got removed and replaced with some splash screen plug in.....and i followed the instructions completely
     
    #73
  14. Andar

    Andar Veteran Veteran

    Messages:
    28,696
    Likes Received:
    6,600
    Location:
    Germany
    First Language:
    German
    Primarily Uses:
    RMMV
    there is nothing forgotten - the problem here is that cache management isn't as easy as you make it sound, and using unoptimized ridicilously large images only increases the problems that can't be avoided. make your maps smaller and send your parallaxes through image optimizers, then talk again.
     
    #74
    Susan and The Stranger like this.
  15. Isaac The Red

    Isaac The Red RedMage Veteran

    Messages:
    196
    Likes Received:
    96
    Location:
    New York
    First Language:
    Gibberish
    You were not supposed to copy over the plugin.js file, that file is the one that had all your plugin settings D:

    If the bug can be shown with smaller paralax, why not just use one of the included RTP paralax? Be reasonable with the community and it will be reasonable with you.
     
    #75
  16. Liquidize

    Liquidize Caffeine Overload Developer

    Messages:
    466
    Likes Received:
    456
    Location:
    Somewhere.
    First Language:
    English
    Primarily Uses:
    RMMV
    I didn't create the engine :') I was hired to fix the issues, with the editor mind you. Me fixing issues with the actual core JS files is just something I do out of the kindness of my heart. You aren't wrong in that MV is not fully optimized, but we are working on it. You are being unreasonable and expecting a $70 engine to solve all the problems for you, when the only reason it is getting continued support and updates anyway is because of us. Otherwise JPN would not be doing it. You are being unreasonable in that no developer in their right mind, even AAA developers would use a 50mb 5k image, or multiple on the same map even, for a parallax.  You are being unreasonable by actively harassing the developers into fixing a bug they are well aware of, that isn't necessarily just their fault (NodeJS is at fault too). I would appreciate it if you let us do our jobs in peace and when we get to the complicated process that is adding a proper cache system, you will be the first to know.
     
    #76
  17. Dalph

    Dalph Nega Ralph™ (Retired Villain) Veteran

    Messages:
    7,689
    Likes Received:
    18,773
    Location:
    Italy
    First Language:
    Italian Curses
    Primarily Uses:
    RMMV
    I knew it.

    [​IMG]



    Just for your information, the memory is stable at 25% to me (like it should be) after resizing your images at 2048x1365.
     
    #77
    Susan and The Stranger like this.
  18. brandos

    brandos Veteran Veteran

    Messages:
    147
    Likes Received:
    31
    First Language:
    German


    Actually it took only one page of coding to have a fluid gameplay experience  With this script game.exe goes back to it's original size after 10 map transitions, the perfect solution but 1.3 made it no longer working because people decided to change stuff for no reason.

    Code:
    /*:
    * @param Save File Index
    * @desc The temporary index of the save file pre-saved and preloaded per transfer.
    * @default 1
    */
    
    var mapTransferredCounts = 0;
    
    var params = PluginManager.parameters('X_MapSaveFix');
    var saveFileIndex = Number(params['Save File Index']);
    
    var x_sceneMap_update = Scene_Map.prototype.update;
    Scene_Map.prototype.update = function() {
        x_sceneMap_update.call(this);
        if (mapTransferredCounts >= 10) {
    	    $gameSystem.onBeforeSave();
    	    if (DataManager.saveGame(saveFileIndex)) {
    	    	mapTransferredCounts = 0;
    	    	StorageManager.cleanBackup(saveFileIndex);
    
    	    	this.reloadMapIfUpdated();
    	    	$gameSystem.onAfterLoad();
    	    	SceneManager.goto(Scene_Map);
    	    	ImageManager.clear();
    	    }
    
        }
    };
    
    Scene_Map.prototype.reloadMapIfUpdated = function() {
        if ($gameSystem.versionId() !== $dataSystem.versionId) {
            $gamePlayer.reserveTransfer($gameMap.mapId(), $gamePlayer.x, $gamePlayer.y);
            $gamePlayer.requestMapReload();
        }
    };
    
    var x_gameInterpreter_command201 = Game_Interpreter.prototype.command201;
    Game_Interpreter.prototype.command201 = function() {
    	mapTransferredCounts += 1;
        x_gameInterpreter_command201.call(this);
    };
     
    #78
  19. Liquidize

    Liquidize Caffeine Overload Developer

    Messages:
    466
    Likes Received:
    456
    Location:
    Somewhere.
    First Language:
    English
    Primarily Uses:
    RMMV
    That isn't a proper cache management system, and clearly you have no idea what the changes to 1.3.0 were if you think "it was for no reason."
     
    #79
  20. Isaac The Red

    Isaac The Red RedMage Veteran

    Messages:
    196
    Likes Received:
    96
    Location:
    New York
    First Language:
    Gibberish
    Anyways, Thank you Liquidize and your fellow Devs have been doing awesome. <3 random runnaway bugs aside I'm glad we have a dedicated group working on the engine.
     
    #80
    BodkinsOdds and Susan like this.
Thread Status:
Not open for further replies.

Share This Page